2020
DOI: 10.3390/ijerph17020669
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Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT

Abstract: Children and adolescents are not meeting the required federal physical activity (PA) guidelines established by the United States Department of Health and Human Services. It is critical that a regular pattern of PA is established in their youth to ensure ongoing PA into adulthood. However, many programs implemented during adolescence have shown limited effects, stressing the need for more innovative approaches to generate more interest and maintenance of PA behavior in this age group. Active video games (AVGs) … Show more

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Cited by 63 publications
(54 citation statements)
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“…While violent video games can increase aggressive and deviant behaviors, prosocial video games can promote positive social interactions and the development of social skills ( Greitemeyer & Mügge, 2014 ). Referring to the “next level” of computer games, several authors argue that in addition to being feasible, attractive, and fun, active video games (AGVs) are an effective means of increasing general levels of physical activity and ultimately improving people’s health, especially if they spend a lot of time at home ( Williams & Ayres, 2020 ).…”
Section: Theoretical Frameworkmentioning
confidence: 99%
“…While violent video games can increase aggressive and deviant behaviors, prosocial video games can promote positive social interactions and the development of social skills ( Greitemeyer & Mügge, 2014 ). Referring to the “next level” of computer games, several authors argue that in addition to being feasible, attractive, and fun, active video games (AGVs) are an effective means of increasing general levels of physical activity and ultimately improving people’s health, especially if they spend a lot of time at home ( Williams & Ayres, 2020 ).…”
Section: Theoretical Frameworkmentioning
confidence: 99%
“…Based on the research of the strategies implemented to encourage the use of this type of mobile applications by young people, we found that it is necessary to innovate regularly with different ideas, requiring an interactive design, ease of use, frequent updating of information, use of questionnaires as interaction with young people, use of gamification and promoting benefits from using the application [26][27][28][29][30].…”
Section: Related Workmentioning
confidence: 99%
“…This can improve health status and offer other social and academic benefits [72]. Accordingly, the systematic review by Williams et al [46] concluded that AVGs can be an effective means of increasing adolescents' overall PA levels. Moreover, a 12-week school-based intervention (60 min/twice per week) based on AVGs improved Chinese children's PA levels [73].…”
Section: Expected Resultsmentioning
confidence: 99%
“…Five categories of search terms will be identified: (a) games (serious games and applied games and AVGs) and gamification, (b) physical activity, (c) school, (d) intervention, and (e) age. The terms for each category will be obtained by consulting other reviews, such as (a) serious games and AVG [19][20][21][46][47][48][49][50], gamification [26,40,51,52], (b) physical activity [53,54], and (c) intervention [55,56]. Regarding the high diversity of game-related terms used in the literature, the most used and standardized terms found in the scientific references will be included in the current review.…”
Section: Search Strategymentioning
confidence: 99%